Invention

Grade Level:

Build a water pump that honors Indian Educator, Arvind Gupta’s design. Learn how to engineer the optimal angles and speed to help this work at its best. Connect motion and transfer of energy to help you create a water pump that fans out water. Always fun on a hot day!

Grade Level:

The power of machines guides and eases work. The screws, threads, levers and pulleys of this machine organize effort into power you can feel. Students assemble interchangeable parts and invent a personality for their machine while experimenting with all Simple Machines and testing them first hand.

Grade Level:

A popular project that teaches game design (beginnings, middles and ends), logic (rewards for difficulty), marble movement (caroms, momentum) and creative design (good games must still attract players.) A rare exploration of the work of play. Use marbles, a launcher, hurdles, and more to devise and personalize your own Pinball Machine. Figure out your own rules, scoring, and goals. Play with friends, test, adjust and keep going.

Grade Level:

With modular wooden pieces, wire and rubber bands, construct a hand with fingers. The parts will work in a dozen basic configurations.


Test your design: Retrieve a lifesaver, a penny, a marble from a cup. Pick up a marker and draw. Pop a balloon. Propose your own challenge. Invent games two hands can play.


Outcomes: Each task may require specific adjustments. Some hand configurations are more versatile than others. Discover the interplay between tasks and design.